On the topic of City Package and Unpackage

Many good arguments in this thread. I will point out one more thing that is not as mentioned here, but what IMO aggravates the visual mess of Civ 7's city sprawl - the scale of rural improvements (or maybe of everything) relative to the terrain feels off.
Scale was always off in all Civ games and the more details they got, the worse it was. When Civ4 started using 3D for the map we suddenly realized how ridiculously huge units are compared to everything else, for example. And sure, if you're use to Civ6 graphics, Civ7 one will be off with different proportions, but I really like this diorama style on closeup.
 
It might be more balanced if at least the desert tiles that are not rivers and not oasis tiles were either un-workable early, or the only improvement you could put there was like an expedition base. Even if you have a large desert, you'd still have some usable terrain between the rivers/oasis tiles, resource tiles, and maybe even the rough tiles you can still keep workable. But you might have to be a little more careful how you expand. I think similarly for tundra.

I do enjoy that you can actually settle in those areas, they're not nearly the barren wastelands they were before. But at the same time, I kind of feel it just ends up rendering terrain useless. Like when I settle, I barely ever look to see what type of land I'm settling. I care about resources and adjacency way more, because I know as long as it's flat I can farm it.
I used to like that in Civ 6 I could potentially get an awful start, and that meant that I had to find ways to make it work, and there was a challenge to how I had to play the game. Isn't that part of what these games are about?

I've seen this similar argument on these boards before, where there are some who like the removal of resource requirements for units, because some people don't want to struggle to find the things they need to build their UU. I don't really agree with any of that. Not having access to resources, not being in ideal locations, that just makes the game more strategic and interesting. You can see how that has affected the game in Civ 7, because everything is too balanced, and there are just not enough strategic decisions the player needs to make any more.

I can think of some of my favourite play throughs in Civ 6 where I have had to move my civ in a certain direction to take the good land, often through pure violence. Then later on discovering my land has no oil or coal, and so I need to trade or fight to get it. That is when you have to actually think and do stuff. Without that, the game feels like you are playing it on rails.
 
I used to like that in Civ 6 I could potentially get an awful start, and that meant that I had to find ways to make it work, and there was a challenge to how I had to play the game. Isn't that part of what these games are about?

I've seen this similar argument on these boards before, where there are some who like the removal of resource requirements for units, because some people don't want to struggle to find the things they need to build their UU. I don't really agree with any of that. Not having access to resources, not being in ideal locations, that just makes the game more strategic and interesting. You can see how that has affected the game in Civ 7, because everything is too balanced, and there are just not enough strategic decisions the player needs to make any more.

I can think of some of my favourite play throughs in Civ 6 where I have had to move my civ in a certain direction to take the good land, often through pure violence. Then later on discovering my land has no oil or coal, and so I need to trade or fight to get it. That is when you have to actually think and do stuff. Without that, the game feels like you are playing it on rails.

Yeah, there's always a strategy balance. 6 was annoying in the ways you could cheese the system (trade for 21 iron, slot the discount cards, pre-built to upgrade, etc...). I do think since they simplified the unit classes, it doesn't make sense to be completely locked out of a certain unit class though. Maybe there's a balance we can find, if they bring back a second line of troops.

Another option would be to like more aggressively adjust based on the resource supply. So say that your melee units only healed 1 XP/turn per iron resource you have (doubled in friendly territory). You could give a free +1, but then if you have no iron, then your warriors will only heal 1xp per turn. If you're rolling in iron, then you can heal faster and get troops back out. Or you give +10% bonus to upgrade per relevant resource, so if you have a lot of iron you can upgrade to the newer units cheaper.
 
Yeah, there's always a strategy balance. 6 was annoying in the ways you could cheese the system (trade for 21 iron, slot the discount cards, pre-built to upgrade, etc...). I do think since they simplified the unit classes, it doesn't make sense to be completely locked out of a certain unit class though. Maybe there's a balance we can find, if they bring back a second line of troops.
Civ 6 always had lots of issues in that experienced players understood all the ways to cheese the system. From swapping out the production queue when chopping or trading things, there were always lots of ways to get around systems doing cheesy things.

Another option would be to like more aggressively adjust based on the resource supply. So say that your melee units only healed 1 XP/turn per iron resource you have (doubled in friendly territory). You could give a free +1, but then if you have no iron, then your warriors will only heal 1xp per turn. If you're rolling in iron, then you can heal faster and get troops back out. Or you give +10% bonus to upgrade per relevant resource, so if you have a lot of iron you can upgrade to the newer units cheaper.
I think one of the issues I have with the Civ 7 system of resources is they feel intangible, they are just a set of numbers working under the hood. In Civ 6 if I didn't have Iron, I might have Horses, so I'd end up building more Cav. That was a tangible change in my game that I could see and touch. I think it means that resources really matter.


You could take that principle to starting positions. It might suck to start in the desert, but maybe that just means you need to play differently, maybe deserts cannot support large cities without proper irrigation, so you need to go wide quickly (problematic with food requirements for settlers however). There should be advantages and disadvantages for different terrain types, which should mean you adjust your gameplay. Civ 7's approach is to just flatten it all so you don't have to think much.
 
I think one of the issues I have with the Civ 7 system of resources is they feel intangible, they are just a set of numbers working under the hood. In Civ 6 if I didn't have Iron, I might have Horses, so I'd end up building more Cav. That was a tangible change in my game that I could see and touch. I think it means that resources really matter.
That's good point, but it has it's other side - the more impactful resources are, the less balanced game is. Also, things like "build cavalry if you have horses, but no iron" don't look like a strategic choice. They clearly alter how I play the game, but so do resources in Civ7. A lot of production resources turn capital city into production powerhouse, while a lot of gold and silver reward having as many settlements as possible.

I believe the main limitation here is Civ7 trade, which eventually gives you access to more or less same set of resources. On the other hand, choosing your trading partners is part of grand strategy level and that's pretty cool. And pillagable trade routes could become an important (although tedious) part of the game once we get piracy to maximum.
 
I used to like that in Civ 6 I could potentially get an awful start, and that meant that I had to find ways to make it work, and there was a challenge to how I had to play the game. Isn't that part of what these games are about?
No, it's not a part of what these games are about. It's an aspect of one or more of the iterations that you personally enjoy. I didn't. I never did. I dislike being hamstrung by poor RNG because it qualitatively affects the enjoyment I get out of spending my incredibly limited time playing a video game. Challenge should be present, but unless I choose it, it shouldn't be a dice roll whether or not as to whether my chosen faction starts completely hamstrung.
 
That's good point, but it has it's other side - the more impactful resources are, the less balanced game is. Also, things like "build cavalry if you have horses, but no iron" don't look like a strategic choice.
What I like about the resource requirements is that it feels like it reflects reality somewhat. If I lived on the Steppe my main resource is horses, and probably not iron mines. So naturally I lean towards horses as my main weapon. Civ 6 did a decent job of giving you options. If you didn't have access to Iron and Horses, well maybe you need to build archers and hold tight for a few ages till you get something you can work with, or you use something else you have to trade for Iron etc. The game was flexible enough to give you those options (although, yeah trade was pretty much broken, especially if you used the trade mod)


No, it's not a part of what these games are about. It's an aspect of one or more of the iterations that you personally enjoy. I didn't. I never did. I dislike being hamstrung by poor RNG because it qualitatively affects the enjoyment I get out of spending my incredibly limited time playing a video game. Challenge should be present, but unless I choose it, it shouldn't be a dice roll whether or not as to whether my chosen faction starts completely hamstrung.
Sure, maybe its not for everyone, though I think 6 gave you the option of abundant resources if you wanted to play that way too. However I just don't agree that there was ever a point where you were hamstrung by poor RNG, unless you end up on a 1 tile island or something. You always had options on how to play the game, and like my above example, you always had a way to adapt your game to suit the situation.

I don't think 'balance' is actually all that fun. The best bits of many games is how you can just do something incredibly overpowered, even if it's hard to do, or a fragile long shot type of move that might not come off. A bit like Mali and desert folklore etc. You can aim to get that and if you do it was really powerful, but you might fail and it sets you back.
 
Imbalance is great, as long as you don't get those starts where you don't have iron and can't build your UU. Which really is the problem people hate most, and probably a big reason why they balance things. I do think VII has a problem in that those strategic resources are just not visible enough. Do I care about letting my town grow to an iron or horse tile? I dunno, +1 combat strength on a handful of units just doesn't seem to mean a lot to me, so while I like trying to develop them, it still feels like 99% of the time I would rather get gold or silver or wine, or even just any generic sheep tile, since I can more easily see the benefit of that.
 
I dunno, +1 combat strength on a handful of units just doesn't seem to mean a lot to me,
It's just not impactful, especially when you can get so much more combat strength through basically a million other methods. There are many aspects where the game has leaned far too much into be being balanced, so nothing feels interesting. I am a big believer that what people find interesting is 'contrast', and it's fun to see different things interact. That might be different civs against each other, different units fighting it out etc. Civ 7 has so much balance that you rarely get that contrast. I know they are making moves to make Civs more distinct, but I feel like Ages is a real limiting factor.
 
things like "build cavalry if you have horses, but no iron" don't look like a strategic choice.
It definitely is - do I settle a crap city for iron, do I trade for it and if so how much wilI I pay, do I build a handful of cavalry and take it from someone.

Rich strategic decisions with no right answer.
 
It's just not impactful, especially when you can get so much more combat strength through basically a million other methods.
Iron is literally the only early game power spike in VI (apart from Horses, which have their own trade-offs) to the extent that UUs that don't require Iron are incredibly valuable in the early game.
I don't think 'balance' is actually all that fun.
But you care about the balance of resources in VII? Because they don't feel fun to you? It's literally the inverse of where I'm coming from! I care about the balance of resources in VI, because they frequently didn't feel fun for me. And I played quite a bit of VI (I'm not winning any contests, but by my standards of "free time to sink into a video game", VI is up there for me).

Apologies for chopping up your posts, not my intent. I see where you're coming from, the problem is I come at it from a different but equally valid perspective. What do the developers then choose?
 
Iron is literally the only early game power spike in VI (apart from Horses, which have their own trade-offs) to the extent that UUs that don't require Iron are incredibly valuable in the early game.
It's a power spike, but there are multiple ways to get your own power spike or counter act another players power spike. You realise you don't have iron and your neighbour does? Cool, build walls, get archers. They won't be able to cope. They have horses? Get spears, they are cheap. There were very few genuine power spikes that couldn't be countered.
But you care about the balance of resources in VII? Because they don't feel fun to you? It's literally the inverse of where I'm coming from! I care about the balance of resources in VI, because they frequently didn't feel fun for me. And I played quite a bit of VI (I'm not winning any contests, but by my standards of "free time to sink into a video game", VI is up there for me).
Depends what you mean by balance. I want there to be comparative advantages for players, I want strategies that take you down differing paths to victory, and I want choices in the game to be impactful. When it comes to resources in Civ 7, they don't have any meaningful impact on how you play the game, most of them are nice to haves (maybe camels is the exception). I can safely ignore which resources are where on the map knowing it won't really do much to my game. That shouldn't be how the game is played.
 
Totally disagree, this change really reduced the variety and replayability of the game. So many other ways they could have fixed the start location problem and they chose this one *sigh*.

It was easy one

I used to like that in Civ 6 I could potentially get an awful start, and that meant that I had to find ways to make it work, and there was a challenge to how I had to play the game. Isn't that part of what these games are about?

I've seen this similar argument on these boards before, where there are some who like the removal of resource requirements for units, because some people don't want to struggle to find the things they need to build their UU. I don't really agree with any of that. Not having access to resources, not being in ideal locations, that just makes the game more strategic and interesting. You can see how that has affected the game in Civ 7, because everything is too balanced, and there are just not enough strategic decisions the player needs to make any more.

I can think of some of my favourite play throughs in Civ 6 where I have had to move my civ in a certain direction to take the good land, often through pure violence. Then later on discovering my land has no oil or coal, and so I need to trade or fight to get it. That is when you have to actually think and do stuff. Without that, the game feels like you are playing it on rails.

Strategic Resources in Civ has usually been far too all or nothing, no Iron makes you a sitting duck for most of the Classical age, which is the critical one in most Civ games because it’s where the snowball either starts or it doesn’t. No Iron = Restart is a meme for a reason.

Prussia managed to be Napoleon’s nemesis and shake the foundations of the world multiple times despite having in Civ terms…coal.

No, it's not a part of what these games are about. It's an aspect of one or more of the iterations that you personally enjoy. I didn't. I never did. I dislike being hamstrung by poor RNG because it qualitatively affects the enjoyment I get out of spending my incredibly limited time playing a video game. Challenge should be present, but unless I choose it, it shouldn't be a dice roll whether or not as to whether my chosen faction starts completely hamstrung.

My time for entertainment in general is limited, so ya don’t waste my goddamn time.
 
Strategic Resources in Civ has usually been far too all or nothing, no Iron makes you a sitting duck for most of the Classical age, which is the critical one in most Civ games because it’s where the snowball either starts or it doesn’t. No Iron = Restart is a meme for a reason.
I just don't see how that is true. With walls and archers you can easily play on the defensive and it's really tough for swordsmen to even touch you. If you get horsemen it's especially untrue. It just means you can't be super aggressive during classical.. so what? Isn't that part of the game. Resources really should be all or nothing to some extent, because that is pretty much how the world works.
 
It's a power spike, but there are multiple ways to get your own power spike or counter act another players power spike. You realise you don't have iron and your neighbour does? Cool, build walls, get archers. They won't be able to cope. They have horses? Get spears, they are cheap. There were very few genuine power spikes that couldn't be countered.
Building walls and getting Archers is a more expensive strategy that occupies your city's build queue for longer vs. being able to improve Iron (which can happen externally, while your city works on other things). Iron is also a significant production boost, and in VI hammers were king (vs. science being king in V). Multiple points of impact compound the playthrough's viability.

(also I default to Archers generally, but they are in general hard countered by any form of melee - which is good imo, and I like that)

But regardless, I'm not here to be told to play VI a specific way. I understand the counter system. I'm here to point out the ways in which you perceive and enjoy the game might be different to mine, and a large part of that for me in VI (which is I think, still, to date, my favourite Civ game) is Strategic Resources.
Depends what you mean by balance. I want there to be comparative advantages for players, I want strategies that take you down differing paths to victory, and I want choices in the game to be impactful. When it comes to resources in Civ 7, they don't have any meaningful impact on how you play the game, most of them are nice to haves (maybe camels is the exception). I can safely ignore which resources are where on the map knowing it won't really do much to my game. That shouldn't be how the game is played.
There being room for systems to improve in VII doesn't mean that the iteration in VI is necessarily better.

I wouldn't want them to go back (though I do maintain that resources in VII are useful, but some are definitively more "useful" than others, which creates a tiered system of resources you notice, and resources you don't). I like that I have a lot of ways to shore up Happiness (and sometimes other resources), especially in my Towns. Being able to jig them about my empire in order to balance how well any given Town (or City) is doing is useful to me. So there is meaningful impact for me, but maybe you're simply a better player than me and these yields aren't a concern.
 
Scale was always off in all Civ games and the more details they got, the worse it was. When Civ4 started using 3D for the map we suddenly realized how ridiculously huge units are compared to everything else, for example. And sure, if you're use to Civ6 graphics, Civ7 one will be off with different proportions, but I really like this diorama style on closeup.
Graphics does not equal scale. Just because Civ 7 uses the diorama style (which I vastly prefer over the Civ 6 style) does not mean that distorting the scale that much was necessary. Yes, the series has always had wonkiness in this regard, but IMO this is the first time when it became that noticeable to me with settlements, and not just units.

It's just not impactful, especially when you can get so much more combat strength through basically a million other methods. There are many aspects where the game has leaned far too much into be being balanced, so nothing feels interesting. I am a big believer that what people find interesting is 'contrast', and it's fun to see different things interact. That might be different civs against each other, different units fighting it out etc. Civ 7 has so much balance that you rarely get that contrast. I know they are making moves to make Civs more distinct, but I feel like Ages is a real limiting factor.
I agree with this to an extent. I think resources are overly abundant and/or homogenized in Civ 7 (with the exception of Camels and maybe treasure resources), to the point where you rarely feel the impact of shortage, or don’t feel like you’re unlocking new gameplay potential by getting them. Everything giving +X yield just doesn’t feel the same as various resources giving Amenities for expansion, granting access to units, or unlocking new mechanics like power.

That said, UUs being gated behind access to specific resources should’ve never been a thing. They should be THE means for the player to take the resources they need for other units, especially in preparation for the subsequent age. Sure, scramble for Iron/Niter so that you can build Frigates, but don’t take away Legionnaires to help secure the resource in the first place. Funnily enough, I can see how your stance on unit resources translates into your stance on civ-switching. There’s consistency in your positions, I’ll give you that:yup:
 
I've seen this similar argument on these boards before, where there are some who like the removal of resource requirements for units, because some people don't want to struggle to find the things they need to build their UU. I don't really agree with any of that. Not having access to resources, not being in ideal locations, that just makes the game more strategic and interesting. You can see how that has affected the game in Civ 7, because everything is too balanced, and there are just not enough strategic decisions the player needs to make any more.

I can think of some of my favourite play throughs in Civ 6 where I have had to move my civ in a certain direction to take the good land, often through pure violence. Then later on discovering my land has no oil or coal, and so I need to trade or fight to get it. That is when you have to actually think and do stuff. Without that, the game feels like you are playing it on rails.
I couldn’t agree with this more. Limitations are good, because they force players to make strategic decisions. In Civ 5 and Civ 6, I liked that oil tended to spawn in places that typically wouldn’t be the best places to settle. It forced me to make decision whether to eat the cost of an otherwise unproductive city in order to get a valuable resource, or not. Resource limitations drove my diplomacy and military strategies. If you remove those limitations, it removes the spur that gets players to take risks.

If you don’t have the resource to use your UU or UB, you do have options other than simply throwing your hands up in despair. In fact, some obstacle in getting your UU makes eventually getting it much more satisfying.
 
Resources really should be all or nothing to some extent, because that is pretty much how the world works.
NO IT IS NOT how the world worked for most of history.

The limitation on which 'units' or weapons a given army/society used was never based on what resources they had unless the resource was completely unavailable anywhere in their world, and the only example of that was the Horse, which went extinct throughout the Americas and thus was completely unavailable to any society there.

But in Eurasia, horses once domesticated were spread from Japan to Ireland, over mountains, across seas and straits, to any spot they could physically survive and breed (which left out only tropical Africa, where no large animal not immune to the tsetse fly could survive)

It works in Civ because Civ has always treated resources as immoveable, when in fact any animal or vegetable resource is very moveable and by modern times virtually infinitely moveable, But, and this is the important part:

Fixed Resources is a GAME MECHANIC only, and one that warps most of the game into artificial patterns and strategies.

The answer is not to argue about how to deal with an artificial game mechanic, it is to change the ^%$#@& game mechanic so that in-game you can actually play a semi-historically based narrative, not an artificial fantasy narrative based on static resources and their consequences.
 
Multiplayer wise, Civ VII is much better for my group in terms of "no bad starts". We would constantly be restarting in Civ VI after 10 - 25 turns because someone would usually get a rotten start which would ruin their game. This isn't happening in VII.

However, I like the challenge of a bad start in single-player like what could happen in VI.

Perhaps they can introduce a game setting for harsher base tile yields.
 
NO IT IS NOT how the world worked for most of history.

The limitation on which 'units' or weapons a given army/society used was never based on what resources they had unless the resource was completely unavailable anywhere in their world, and the only example of that was the Horse, which went extinct throughout the Americas and thus was completely unavailable to any society there.

But in Eurasia, horses once domesticated were spread from Japan to Ireland, over mountains, across seas and straits, to any spot they could physically survive and breed (which left out only tropical Africa, where no large animal not immune to the tsetse fly could survive)
I think the way Civ has modelled this in past is good enough. Absolutely some resources were not accessible everywhere in the world, the Aztecs didn’t use iron weapons for instance. The game utilises trade as the method for spreading resources if you don’t have access to them. That is the point of comparative advantage. If your civ doesn’t have iron but has resources which other civs want then you trade. I don’t see the issue, that is really how the world works.

There are many other real world examples too, whole wars are waged over access to oil , you can’t have mechanised warfare without oil.

Without having to plan for these things the game because just a rail road of non decisions
 
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